Design Pattern
Design Pattern
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Examination & grade
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Course Content
• Understanding • Process of interaction
Interaction design design
• Cognitive aspects • Design, prototype,
• Emotional interactions construct
• Types of Interface • Interaction design in
• Data gathering practice
• Evaluation
• Data analysis
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• How many of them are actually
How many interactive
products are in there in easy, effortless, and enjoyable to
your everyday life?? use?
• Why is there a difference?
• Smartphone
• Tablets 1. some of them have been
• Computers designed preliminary with
• Remote control the user in mind, so easy
• Coffee machine and enjoyable to use.
• ATM
• Printers • Smartphone, social
• TV networking sites
• Games console
2. Some of them have been
• … the list is endless.
engineered preliminary as
systems to perform set of
functions.
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Good and bad design
• A central concept of interaction design is to develop
interactive products that are usable.
• Easy to learn
• Effective to use
• and providing an enjoyable user experience
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Poor Design
Source: http://www.baddesigns.com/starbucks.html
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Good design
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Understanding users’ needs
– Need to take into account what people are good and
bad at
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What is interaction design?
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Goals of interaction design
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Which kind of design?
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HCI and interaction design
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Working in multidisciplinary teams
• Many people from different backgrounds involved
• Benefits
– more ideas and designs generated
• Disadvantages
– difficult to communicate and progress forward the designs being
create
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What do professionals do in the ID
business?
• interaction designers - people involved in the design of all the
interactive aspects of a product
• web designers - people who develop and create the visual design of
websites, such as layouts
• user experience designers (UX) - people who do all the above but who
may also carry out field studies to inform the design of products
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The User Experience
• How a product behaves and is used by people in
the real world
– the way people feel about it and their pleasure and satisfaction
when using it, looking at it, holding it, and opening or closing it
– “every product that is used by someone has a user experience:
newspapers, ketchup bottles, reclining armchairs, cardigan
sweaters.” (Garrett, 2010)
– “all aspects of the end-user's interaction with the company, its
services, and its products. (Nielsen and Norman, 2014)
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What is involved in the process of
interaction design
• Establishing requirements
• Developing alternatives
• Prototyping
• Evaluating
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Core characteristics of interaction design
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Why go to this length?
• Help designers:
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Are cultural differences important?
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Accessibility
• Degree to which a product is usable and accessible by as
many people as possible
• Focus on disability:
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Anna, IKEA online sales agent
• Designed to be
different for UK and US
customers
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Usability goals
• Effective to use
• Efficient to use
• Safe to use
• Have good utility
• Easy to learn
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
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Usability and user experience goals
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Design principles
• Generalizable abstractions for thinking about different
aspects of design
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Visibility
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Visibility
…you need to insert your room card in the slot by the
buttons to get the elevator to work!
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Feedback
• Sending information back to the user about what has
been done
• Includes sound, highlighting, animation and
combinations of these
“ccclichhk”
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Constraints
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Logical constraints:
A menu showing restricted availability of options as an example
logical constraints.
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Logical or ambiguous design?
• Where do you plug the
mouse?
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How to design them more logically
(i) A provides direct
adjacent mapping
between icon and
connector
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Consistency
• Design interfaces to have similar operations and use
similar elements for similar tasks
• For example:
– always use ctrl key plus first initial of the command for an
operation – ctrl+C, ctrl+S, ctrl+O
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When consistency breaks down
• What happens if there is more than one command
starting with the same letter?
– e.g. save, spelling, select, style
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Internal and external consistency
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Keypad numbers layout
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
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Affordances: to give a clue
• Refers to an attribute of an object that allows people to
know how to use it
– e.g. a mouse button invites pushing, a door handle affords pulling
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What does ‘affordance’ have to offer
interaction design?
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Activity
– Virtual affordances
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Key points
• Interaction design is concerned with designing interactive
products to support the way people communicate and
interact in their everyday and working lives
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Any Questions?
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Assignment
✓ This assignment is intended for you to put into practice what you have read
about in this chapter. Specifically, the objective is to enable you to define
usability and user experience goals and to transform these and other design
principles into specific questions to help evaluate an interactive product.
✓ Find an everyday handheld device, e.g. remote control, digital camera,
smartphone, and examine how it has been designed, paying particular
attention to how the user is meant to interact with it.
1. From your first impressions, write down what first comes to mind as to what is
good and bad about the way the device works.
2. Give a description of the user experience resulting from interacting with it.
3. Based on your reading of this chapter and any other material you have come
across, compile a set of usability and user experience goals that you think will be
most relevant in evaluating the device. Decide which are the most important ones
and explain why.
4. Translate each of your sets of usability and user experience goals into two or
three specific questions. Then use them to assess how well your device fares
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Deadline: Saturday
24/03/2018
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